LÖVE 0.7.1 Released

General discussion about LÖVE, Lua, game development, puns, and unicorns.
User avatar
ZenX2
Citizen
Posts: 89
Joined: Wed Nov 17, 2010 5:35 am

Re: LÖVE 0.7.1 Released

Post by ZenX2 » Thu Feb 17, 2011 10:59 pm

Okay, I've almost got it to build for MSVC 2010.
Would anyone use an OpenGL module? (The 3D kind)
EDIT: Success!

User avatar
ishkabible
Party member
Posts: 241
Joined: Sat Oct 23, 2010 7:34 pm
Location: Kansas USA

Re: LÖVE 0.7.1 Released

Post by ishkabible » Fri Feb 18, 2011 3:37 am

lol at first i thought you had added a bug that caused everything to play at half pitch then after some testing i found out that you had actually fixed it and i had been used to the wrong way :)

User avatar
slime
Solid Snayke
Posts: 2888
Joined: Mon Aug 23, 2010 6:45 am
Location: Nova Scotia, Canada
Contact:

Re: LÖVE 0.7.1 Released

Post by slime » Fri Feb 18, 2011 4:02 am

Zen: yes? :D

dstyro
Prole
Posts: 1
Joined: Sat Feb 19, 2011 4:30 pm

Re: LÖVE 0.7.1 Released

Post by dstyro » Sat Feb 19, 2011 4:42 pm

* Removed custom sample rates for Decoders.
Explain what does this mean ??

User avatar
Boolsheet
Inner party member
Posts: 780
Joined: Wed Dec 29, 2010 4:57 am
Location: Switzerland

Re: LÖVE 0.7.1 Released

Post by Boolsheet » Sat Feb 19, 2011 5:51 pm

dstyro wrote:
* Removed custom sample rates for Decoders.
Explain what does this mean ??
There were some issues how the decoders handled the sample rate argument to love.sound.newDecoder. Everything decodes now to 44100.
Shallow indentations.

User avatar
Jasoco
Inner party member
Posts: 3651
Joined: Mon Jun 22, 2009 9:35 am
Location: Pennsylvania, USA
Contact:

Re: LÖVE 0.7.1 Released

Post by Jasoco » Tue Feb 22, 2011 2:49 am

Okay, so now how do I set the filter for a framebuffer now that we can do it in 0.7.1? I want to set it to Nearest for the whole screen and have it scale 2x without antialiasing.

Edit: I think I got it. Found a thread. And it seems to work.

User avatar
Endeg
Prole
Posts: 5
Joined: Mon Nov 23, 2009 3:51 am

Re: LÖVE 0.7.1 Released

Post by Endeg » Wed Mar 16, 2011 5:49 pm

Guys, I would really appreciate if there would be windows build without sse2 :nyu:.

User avatar
Robin
The Omniscient
Posts: 6506
Joined: Fri Feb 20, 2009 4:29 pm
Location: The Netherlands
Contact:

Re: LÖVE 0.7.1 Released

Post by Robin » Wed Mar 16, 2011 6:03 pm

Endeg wrote:Guys, I would really appreciate if there would be windows build without sse2 :nyu:.
I believe that will be 0.7.2.
Help us help you: attach a .love.

User avatar
Boolsheet
Inner party member
Posts: 780
Joined: Wed Dec 29, 2010 4:57 am
Location: Switzerland

Re: LÖVE 0.7.1 Released

Post by Boolsheet » Thu Mar 17, 2011 2:43 am

The LÖVE available at http://love2d.org/builds/ runs now without SSE2 *.
It already includes changes that go into 0.7.2, consider it as beta/unstable.

* It still requires VC++ 2005 runtimes.
Shallow indentations.

User avatar
Endeg
Prole
Posts: 5
Joined: Mon Nov 23, 2009 3:51 am

Re: LÖVE 0.7.1 Released

Post by Endeg » Thu Mar 17, 2011 5:46 am

Boolsheet wrote:The LÖVE available at http://love2d.org/builds/ runs now without SSE2 *.
Works for me. Thanks!

Post Reply

Who is online

Users browsing this forum: No registered users and 31 guests